RecommendedQuick Review by Lark

Posted:
17 Mar 2008, 18:50
For: Forest of the Gruesome Troll
Level rating: 7.7
Rating
7.2

Really, this is a nice looking tileset, but it’s just not big enough! What’s here looks great, but I wanna see more stuff, like caves, mushrooms, birds’ nests, waterfalls, and some more gruesome trolls!!

RecommendedQuick Review by Lark

Posted:
17 Mar 2008, 18:46
For: Cracco Castle
Level rating: 8.4
Rating
8

I love the idea, and it’s pulled off pretty well too. I think this tileset could make a really nice looking level if used correctly. Some of the stuff gave me a good laugh, too, like the Shaney-torches. All in all, this is a pretty cool set.

RecommendedReview by Lark

Posted:
30 Jul 2007, 17:24
For: One Up
Level rating: 8.5
Rating
8.5

ok, quick review.

well first off, i’m not gonna feed you a bunch of crap about how these levels have GREAT EYECANDY and AMAZING GAMEPLAY and INSANE AMMO PLACEMENT
because i’m sure none of you are going to read this review and see that the levels have that and be like WOW! i should download this. i’ve come to realize it just doesn’t work that way.

as an introduction, here we have several quite impressive levels by blurredd. while very impressive, i was also somewhat disappointed with a few of the levels, it really wasn’t what i expected. the levels are good and all, just a few of them kinda bothered me, like “action basement,” i just couldn’t really bring myself to enjoy that level. same with “air base vii” and “the genesis reactor core.”

i did really love a few of the levels though, especially “chemical lake,” “turbo-shock star cruiser ctf,” and “pathetically easy ctf.” there’s always something original about blurredd’s levels and these are no exception. even the levels i didn’t really like had something new and creative in them, like the pit that you fall into in “action basement,” and the way you have to shoot down the carrot in “the genesis reactor core.”

i’m not going to carry on and bore you, because nobody actually reads long reviews. and nobody likes short ones. so a medium one should work for this, right?

this is the first upload i’ve downloaded in a long time besides some promising looking music, and some levels that have used my tilesets (that end up being pathetic). and i don’t regret downloading this, it’s the first thing that’s actually been worth taking a look at that’s been uploaded in a long time.

i’d give this a big download reccomendation, this is really worth downloading, especially because you don’t really see good uploads much anymore. these are truly some solid, creative levels.

Review by Lark

Posted:
27 Jun 2006, 02:28
For: White Manse (Castle Remix)
Level rating: 6.9
Rating
N/A

this wasn’t a sample change, i started the song over from scratch. but thanks for your input and all, and for reviewing. just wanted to mention that cuz people who make sample changes and say they made a remix need to just curl up and die. and i don’t wanna look like one of em.

Review by Lark

Posted:
12 Jan 2006, 00:20 (edited 14 Jan 06, 17:55 by Fquist)
For: hotel2000
Level rating: 4.7
Rating
N/A

This level upsets me greatly. While it shows potential that you may be a good level maker in the future, this is definitely a 1 in my book.

The layout of this level shows no thought put into it whatsoever. It’s extremely blocky, there are dead ends everywhere you look, random warps that you don’t even expect to run into, and you’re gonna have a heck of a time trying to navigate the level easilly.

The ammo placement is quite pathetic as well. There are some random clumps of ammo here and there, leaving lots of places with nothing in them at all. The red base hardly has any ammo in it at all – in fact there’s pretty much nothing in the red base, it’s just some flat and sloped ground, and then a huge dead end with a sign there. Too bad the sign’s not readable since the author put a generator event on it.

As indirectly mentioned above, this level has balancing issues. The red base consists of four +3 ammo events, and two ammo crates – one of which has ice, so it’s useless. The blue base has plenty of places to hide, and get lost in, and much more ammo than the red base does, clearly giving blue the advantage.

Last but not least.. actually, yes, least. The eyecandy is embarassing. For one thing, everywhere you look there are tilebugs. The author made no attempt to make this level look decent; bricks will just end suddenly in mid air, the stairs have no railing, I see floating golden pillars on the roof… and none of the supposedly animating tiles are animated. I see fire but it ain’t moving. What’s up with that. In terms of appearance, this level looks extremely ugly, I see some attempts here and there, but it doesn’t work.

Overall, this is a terrible CTF level and I think it deserves a 1. Don’t download it. Hotels are evil, bad CTF levels are eviler, both of them in one are the devil.

[Administrators are currently debating over this review. Rating may or may not be restored in the future.]

Yeah right Newspaz. You’re ruining this site, you just bully and censor everybody in the downloads section. If my rating’s not back soon or I don’t get notified of why it was removed, I’m putting it back myself.

That would get you a warning. NS is an admin, appointed by me in trust, and because of his position you should listen to him, wether you agree or not. Additionally, as you can see from his pointer, he is not doing this on his own – FQuist

RecommendedReview by Lark

Posted:
28 Dec 2005, 19:38
For: Charnel Keep
Level rating: 9
Rating
9

I’m gonna make this as quick as possible…

This is a CTF remake of Battle 1. The changes are very dramatic, however. In fact, when I first saw this level, I didn’t know it was a remake, and I didn’t realize and resemblance at all, but after replaying it and knowing that it was based on Battle 1, I could easilly see references to the level throughout.

This level seems to flow very nicely. It makes you have to jump a lot and maneuver yourself manually while still not making it a pain to get around. That’s a big plus in CTF levels. The layout is very creative, there are a number of ways into each base, but you’ll probably usually be using a respawning copter to get onto the platforms that the bases sit on. The level is mostly symmetric, so it’s not too hard to learn, yet at the same time the layout seems complex enough to keep games exciting and chaotic. It’s also constructed in such a way that a two player match here would work just as well as an eight player match.

The eyecandy is very creative, I’ve never seen the castle set used quite like Blacky used it in this level. It seems very nice. Maybe a bit confusing at first as some of the pillars and blocks are in the foreground and you may expect them to be solid at first glance, but you should be able to adjust to it. The background works great, there’s plenty going on in the foreground to keep the level interesting, and the music fits perfectly.

Overall, this level gets a 9/10 and a download reccomendation. On a closing note, please don’t ask me to review your levels. I reviewed this because Blacky’s special. Not that you’re not, but Blacky’s just really special, okay? He’s like heroin sipping through a little glass. Understand?

RecommendedReview by Lark

Posted:
25 Aug 2005, 23:29
For: Coral Coves
Level rating: 8.6
Rating
8.5

I’ll try to make this quick, but I’ve been known to get carried away…

First really good treasure hunt level I’ve seen in a while. FS wanted me to review this, and there’s no doubt that it deserves a review. I’ve just been a little busy… okay, so I’ve been playing Advance Wars Dual Strike. Whatever. On to the review.

Gameplay – 9/10
Great gameplay. Most of the level takes place underwater in maze-like tunnels. The level’s pretty hard to learn at first, but after a while you’ll notice that it’s really not that advanced. The layout is made in such a way that there are two ‘sections’ in the level. The main section is on the left. That’s where most of the action will take place. There’s another section to the right which is only reachable by land. The advanced layout and myriad of gems here make this level able to hold 16 players easilly, making it ideal for mass events. Of course, it also works for smaller games, but they’ll be kind of short.

The most original aspect of this level’s gameplay is the enemies. Using MCEs, several enemies including fish, tube turtles, and crabs have been placed in the level. They will hurt you, making you blink, slowing down your gem collecting prowess. They can also kill the server, which can be a problem, so FS conviniently included olcclite.j2l, which has no enemies.

Eyecandy – 9.5/10
This level makes great use of a seemingly limiting tileset. Lots of things have been put in the level to enhance it’s appearance, from gem barrels to fish to bubblers. This is the best looking level I’ve ever seen using the CoralC tileset.

Item placement – 9.5/10
Great. There are plenty of gems here, but not too many. There is also some TNT hidden in the level (I won’t tell you where it is or how to get it, I want you to download the level and read the readme) which can blow up the various gem barrels found underwater. These contain lots and lots of gems, making them strategically important. You’ll also find bouncers, seekers, and toasters (fairly useless, but you’ll still find them).

Overall (not an average) – 8.5/10
Amazing treasure hunt level. Host this. Play this. Review this. Wait and see if I’ll feature Noka’s tileset or this level this month (not even I know which I’ll do yet! Can you feel the suspense? I sure can.)

Overall pros: Great gameplay, really nice looking, etc., etc.

Overall cons: You’ll need a lot of players to really play this level at it’s best, hard to learn, the enemies are annoying for the server but take away from the level when they’re not there.

RecommendedReview by Lark

Posted:
20 Aug 2005, 14:39
For: Toxicus and Lavapolis (1,23) 2005
Level rating: 8
Rating
8.2

I guess I should write a review for this. It deserves one. I’d also say this tileset is well on it’s way to being the featured download for this month.

Here we have two tilesets by Noka – Toxicus and Lavapolis. Both are very similar, with a few minor changes here and there. Toxicus has toxin, mountains, and what looks like rocks, while Lavapolis has lava, buildings, and metal. Originally, these tilesets were bigger, and TSF only, and were supposed to be a remake of Technoir.

Graphics – 8/10
Just about everything looks really nice. Very high quality, and lots of detail put into it. I do have a few complaints, though. The biohazard tower looks kind of dithered, for lack of a better word. Also, I can’t say I love the mountains in Toxicus. Other than that, everything looks fairly good.

Mask – 9.5/10
Hardly any problems here. My main concerns are how the disappearing blocks are somewhat jaggedly masked, also that’s not too much of a problem since you’ll almost always be putting one way events on these tiles. The other thing that really bugs me is that there is no invisible masked tile (atleast not that I can find). Other than that, I can’t really see any problems.

Animations – 9/10
Pretty much every animation you’d want in a lava / toxic refinery tileset. Lava / toxin falls, conveyor belts (which are kinda weird looking but still look pretty nice), radio antennaes, and more… there’s not much else you’d want in a tileset like this. Everything is animated pretty well and smoothly. The lava and toxin falls seem rushed, however. The foam they create looks like it’s ripped from Jungrock, for one thing, and it doesn’t really move (it just changes colors). It looks decent, I guess, but it could be a lot better.

Palette – 8/10
Everything seems fairly nice. All palette events look good except for the carrot pinball bumpers which look buggy in the Toxicus sets. Water works well in 8bit in all the sets besides Toxicus vs. Lavapolois (it looks slightly buggy here). The main flaw in the palette is that you didn’t take advantage of some of the things 8bit can do. I would’ve loved to see green water in Toxicus, and red water in Lavapolis, but I’m not gonna complain too much since not that many people use 8-bit anyway. Snow works, too. Not that anyone would want to make it snow here.

Eyecandy – 8/10
Meh, could use a lot more eyecandy, but I’m not gonna take off too much because I know Noka would’ve added more if 1.23 had a more convinient tileset size limit. You can still make a great looking level with this set, as seen in the example levels.

Event tiles – 9.5/10
Pretty much everything you ever wanted in this area. Could use some more destruct block types, though.

Overall (not an average) – 8.2/10
Great tileset. I’m really glad you made a 1.23 version of this. Download reccomendation.

Review by Lark

Posted:
17 Aug 2005, 14:23
For: have u ever been to Pezrock..?
Level rating: N/A
Rating
N/A

Wow, that’s really cool. What’d you use to color this?

RecommendedReview by Lark

Posted:
22 Jul 2005, 04:56
For: Pinball Arena 2k5
Level rating: 8.1
Rating
8.2

Finally, after two long days of waiting, this level was released.

Medium / small sized CTF level by Blackraptor. Should be fun for 2v2’s and duels, but I wouldn’t try to put more than six people in it without things getting a bit too chaotic.

On to the review. The overall gameplay in this level feels very good. Pinball events are put to good use in order to make this level have a unique feel to it. Something I look for a lot when I play CTF levels is whether or not the layout generates a good balance of jumping and not jumping. Nobody wants to play a level where you can navigate the entire thing, or almost the entire thing without jumping. Likewise, levels where you constantly have to jump, and you struggle to move around with ease are no fun either. This level has a fairly decent balance of the two, leaning slightly towards the not-having-to-jump side.

On to eyecandy. This is Tubelectric like I’ve never seen it before. One of the things that immediately caught my eye was the fact that Blacky effectively used the stereo equiptment meant for background layers in the sprite layer. Translucent tiles are also put to good use here by changing the colors of some tiles to red, with a brick textured. Kind of weird when you stare at it for a while, but so is a bunch of rabbits running around a pinball arena shooting eachother, right? Plenty of animated tiles, lots of stuff going on. Eyecandy gets a solid 9/10 from me.

Ammo placement is ADEQUATE, as Sciz would say. That’s pretty much all I have to say about it. The full energy carrot is placed in such a way that you can strategically shoot it down, thus making your opponent have to buttstomp pinball bumpers to get it, slowing them down and giving you time to hit them with some of the RF missiles in the level from afar.

Music choice is decent, I guess. I’m not sure I love the song, mainly because the stereo hurts my ears, but it seems to fit. Kinda reminds me of some One Must Fall music.

Overall, this is a solid, original, easy to learn CTF level. I really hope to see this used in some 2v2’s or duels.

Final score: 8.2/10

Review by Lark

Posted:
23 Jun 2005, 00:31
For: Jazz Jackrabbit - Orchestal Arrangation
Level rating: 2.7
Rating
N/A

I pretty much agree with Haze. I just want to make some suggestions.

This song has some potential, but I can tell it’s mostly a copy and paste job from the original songs, which is okay, as long as you change around the way the notes are used to fit the instrument. I see countless places where a tone portamento or offset should be used, but is absent. You should also make sure to change around the key of the samples. Two different samples could have different initial keys when first loaded, so you’ll have to test them out by ear and then manually adjust. Most of what I hear in this song sounds really offkey.

RecommendedReview by Lark

Posted:
30 May 2005, 19:34
For: TilesetPal 1.1
Level rating: 9.7
Rating
9.7

This program is great. It fixes one of the most annoying problems you’ll face while making a tileset – color reduction. Unless you’re really good at it, color reduction will result in one of three things – a slightly worse looking set, a much worse looking set, and a downright repulsive looking set. With the help of TilesetPal, you can make a slightly worse looking set in a matter of minutes, palette events included.

I tested this program on a tileset that used about 6,000 colors, and it looked almost perfect when finished. It took about two minutes in all, too. With this program, not only can you do easy color reduction for tilesets, but it will also help to make basic palettes for your sets so you don’t have to do the annoying copy & paste work with other programs. This means people no longer have an excuse for not including palette events in their tilesets. Yay! =D

The only major problem I found with this program is that it has somewhat buggy .pcx support. I loaded a .pcx file, and it got completely distorted. I converted it to .bmp and then it worked fine. Also, having to download that file from Microsoft was an inconvenience, but nothing too bad. I can’t say the same for people with 56K though, since the file was 20-something megabytes.

In conclusion, this program is the best thing to happen to tileset makers since DTR. Quick and easy, useful, and it works great. Couldn’t ask for more.

Review by Lark

Posted:
9 Apr 2005, 16:03
For: 3D Bonus Stage (Speedy Ascension Mix)
Level rating: 6.2
Rating
N/A

While I don’t really have the time (or the will) to do a full review right now, I will give you some feedback.

I liked this remix very much, and think you should do more. I find it to be a little repetitive, and you should try to add in some new parts of the song here and there just to make it more interesting, but overall, this is one of the better remixes out there and it gets a download reccomendation from me (Wow, that whole paragraph was only two sentences).

Review by Lark

Posted:
4 Feb 2005, 21:36
For: ElekTronique Army (in War)
Level rating: 8.4
Rating
N/A

Don’t stop making music. All your songs are great. If you decide to stop releasing stuff on J2O or on the JCF, send it to me or something by email. I make songs with Modplug all the time and I usually only end up showing them to Blackraptor. And Blacky vise-versa.

On a side note, I’d like to say that this is most definetely Tubelectric. =P

Anyway, as for a review of sorts, my biggest complaint is that the song takes a very long time to build up. It’s one of those songs that start out with a single percussion instrument, then keep adding another every measure, until finally the song reaches a percussional climax. It’s also a bit too long / dragged out.

Instrument choice is nice, the drum beat is great, and the overall mood is also a plus. Now stop having bad self esteem and keep making music.

Download reccomendation.

Review by Lark

Posted:
3 Feb 2005, 21:08
For: Elimination chamber 2002
Level rating: N/A
Rating
N/A

Including levels without tilesets is bad. Including tilesets without levels is worse.

Review by Lark

Posted:
21 Jan 2005, 21:02
For: fanolint in guitar
Level rating: 5.2
Rating
N/A

Again, I’d like to say that I think this is really good. I like Marbelara a bit better, though. If you’re taking requests, I would love to hear Medivo. Sluggion would also sound great because of the slides in it.

Download reccomendation!

Review by Lark

Posted:
21 Jan 2005, 01:20
For: marbelara
Level rating: 5.7
Rating
N/A

Spiffy… I like it a lot. You should try and get a percussionist to play the drums instead of just using the ones that are all ready there. Hope to see more from you in the future. ;)

Download reccomendation to everyone.

Review by Lark

Posted:
1 Jan 2005, 20:03
For: SuperJazz (Host changed)
Level rating: N/A
Rating
N/A

“The page you are attempting to access has been removed because it violated Angelfire’s Terms of Service.”

Meh. D=

Review by Lark

Posted:
19 Dec 2004, 16:40
For: Templorary Turtle (X-mas mix)
Level rating: 5.4
Rating
N/A

Your remixes are very good, Danyjel. I enjoyed this one a lot. The only thing I really dislike about this is that it starts out really slow – it takes a while to “get into” the song. Giving up is never a good thing… keep making remixes.

I don’t really have time for a long review, but I’d also like to say congratulations on getting the 3,500th upload. ;-)

RecommendedReview by Lark

Posted:
5 Dec 2004, 23:29
For: Arealang
Level rating: 7
Rating
7.2

Review time!

Starting off with the layout, it could be much better, but its still decent. The level consists of ten or so medium sized platforms. While platformy layouts usually aren’t a good thing, AEaeUO did a nice job here. For the most part, the platforms seem to flow together smoothly. There are, however, a lot of things about the layout that I dislike. Firstly, I think the full energy area is way too hard to get to. I also think that this level is somewhat Spaz biased (most platformy levels are, to be honest). There are also several places where I wouldn’t mind seeing springs, for example, the very bottom right of the level. As a plus, there are team based routes. There are triggered walls added near both bases that benefit the team defending that base by making the route to it much shorter and more efficient.

There are a number of suckers tubes inside the platforms that help navigation a lot. The problem is, though, there is no indication that they’re there. Once you’re aware of where they all are, though, you’ll dominate in this level greatly. I would’ve liked to see arrows or something where the sucker tubes are; this way you wouldn’t have to memorize so much stuff.

The minute I saw this level, Diamondus Warzone immediately came to mind. A lot of aspects seem to be borrowed from it. There’s the full energy area, which is essentially a hollow rectangle floating casually in the main part of the level. It contains three crates of ammo (bouncers, freezers, and RF missles, respectively), and a full energy carrot. It can only be accessed by a warp, and can only be exitted by a warp. Nextly, there’s an area at the bottom of the level where there is a plateau. You can run under the plateau and collect electroblasters, and you can also stand on top of it.

Moving on to the eyecandy, it is pretty decent, but, like the layout, could be better. The tileset is somewhat limiting, so rating too harshly on the level’s overall appearance wouldn’t be fair. Nevertheless, though, there are some aspects of the eyecandy that I absolutely adore. For example, as Violet called it, there’s a wonderful abstract cow. If you look at the bottom left of the level, some cave tiles in the foreground make up what appears to be a bull’s head. Look under the bull’s head and you’ll see a tile bug, though. I suppose the background is good enough, but I wouldn’t have minded if there was more there. There are two background layers; one consists of a series of interconnected vines, and the other is made up of a mountain range, with pillars sticking out of it. Layer 8 looks fine. It fades to a pleasant, dark blue color. Some areas of the level make good use of lighting effects; namely the areas around the bases. There’s also a good amount of moth events scattered around, which, as always, can enhance a level’s overall feeling greatly. While I would’ve liked to see some more eyecandy in the foreground and on the grass (flowers, etc.), the overall appearance of this level is pretty good. As for major bugs, I only found one: if you jump in the small area behind layer three above the toaster powerup room, you can see your ears.

The item placement here is interesting enough. If normal ammo wasn’t enough, AEaeUO included things like fastfeet, stopwatches, extra lives, and a variety of foods. As for ammo, you can find every type in the game here. However, the only weapons that get the honor of having their respective powerups added in are blasters, bouncers, and toasters. There’s one normal carrot, and one full energy carrot. The +1 carrot is sort of hard to find due to the layout, and is guarded by a text message condemning me as Ted. As for general placement, it is pretty good. Ammo crates and barrels are a bit overdone, however. Lag might be a problem here if there are too many players.

As for my closing thoughts, this level is good. There are some comical text events here, too (would’ve been nicer if “vanish” was set on them so you didn’t have to read them over and over again). The music choice is great. This level gets a download reccomendation from me.

Final rating: 7.2
Overall pros: Nice flow, good eyecandy.
Overall cons: Somewhat lacking layout, surplus text events.
Overall cnidarians: Alaska.

  1. 1
  2. 2
  3. 3
  4. 4
  5. 5
  6. 6
  7. 19